Pool Power Attack Changes
-
Overall changes should result in damage buffs that make pool power attacks strong enough to consider taking while equivilent options remain competative with eachother.
-
All Pool Power attacks have been reviewed and adjusted to follow damage formulas, for the most part these are buffs across the board but a few are being nerfed (utility belts cone was kinda nutty)
-
Single target attacks in origin power pools (Sorcery, Gadgetry, Force of Will, Utility Belt, Experimentation.) have been set to 8s recharge and scale 1.64 damage. any that had DoT effects have had their DoTs sped up to do the same total damage in half the time.
Fighting Power Pool
* Boxing
- Rebalanced recharge scale from 2.5s to 6s (60%~ damage/end cost increase)
* Kick
- Reblanced recharge scale from 3 to 10s (70%~ damage/end increase)
Flight
* Air Superiority
- Rebalanced recharge scale from 4s to 8s (60%~ damage/end cost increase)
Jumping
* Jump Kick
- Rebalanced recharge scale from 2.8s to 8s (63%~ damage/end cost increase)
Mastermind Epic/Patron power pools
- Equalized values with normal versions of powers
Peacebringer And Warshade
- Powers now have text to say which forms they work on
- Fixed several Warshade powers having the wrong form tagging
Electric armor
- Brutes and stalkers now have the same power order as Scrappers and Tankers
- Energize is available sooner and Lightning reflexes later
Storm Summoning
- Lightning Storm
- Maximum storm count reduced from 3 to 2
Electrical Blast, Electricity Assault
- Voltaic Sentinel
- Maximum Sentinel count reduced from 3 to 2
Archetype Damage Modifiers
- Controllers, Corruptors, Masterminds, Widows, and Soldiers have had their base melee damage modifiers increased to be 10% higher than their ranged damage modifiers.
- Blaster Melee damage modifier set to be equal to their ranged damage modifier (still 10% increase)
Melee Class Ranged Modifiers
These were rarely a factor due to the live devs typically cheating around them, this will mostly impact the rebalanced pool powers. In general these modifers are 20% less than their melee modifiers.
- Scrapper ranged damage modifier increased from 0.5 to 0.95
- Tanker Ranged damage modifier increased from 0.5 to 0.6
- Brute ranged damage modifier increased from 0.5 to 0.65
- Stalker Ranged damage modifier increased from 0.6 to 0.8
Hibernate (all versions)
- Nophase lockout only happens in PvP zones
- Nophase lockout duration reduced from 120s to 60s
Anchor Toggles
- Spore Cloud
- Snow Storm
- Radiation Infectionn
- Enervating Field
- Darkest Night
- Disruption Field
- All versions of these powers have had the following improvements
- effects now activate immediately upon toggling on
- effects now linger for 5s after beind detoggled
- once toggled on they now ignore their maximum distance (they wont detoggle from something getting too far away from you)
- most have had their animation time sped up to the lowest possible for their animations
Cold Domination
- Added Snow Field variant power
Leviathan Mastery
- replaced defender/corruptor Red hybrid pet with Coral sentinel pet
Peacebringers and Warshades
All Melee attacks now do tanker style AoE “punchvoke” taunt
Assault Rifle (all versions)
Many new customization options have been added, all the beam rifles and arachnos guns have been added. also chaingun!
- Ignite
- Area increased from 4 to 6, no longer scares enemies out of it.
- Flamethrower
- DoT time cut in half, total damage remains the same
Arachnos Soldier
- pets are now even level with the player
Pool Power Attack Changes
-
Overall changes should result in damage buffs that make pool power attacks strong enough to consider taking while equivilent options remain competative with eachother.
-
All Pool Power attacks have been reviewed and adjusted to follow damage formulas, for the most part these are buffs across the board but a few are being nerfed (utility belts cone was kinda nutty)
-
Single target attacks in origin power pools (Sorcery, Gadgetry, Force of Will, Utility Belt, Experimentation.) have been set to 8s recharge and scale 1.64 damage. any that had DoT effects have had their DoTs sped up to do the same total damage in half the time.
Fighting Power Pool
* Boxing
- Rebalanced recharge scale from 2.5s to 6s (60%~ damage/end cost increase)
* Kick
- Reblanced recharge scale from 3 to 10s (70%~ damage/end increase)
Flight
* Air Superiority
- Rebalanced recharge scale from 4s to 8s (60%~ damage/end cost increase)
Jumping
* Jump Kick
- Rebalanced recharge scale from 2.8s to 8s (63%~ damage/end cost increase)
Mastermind Epic/Patron power pools
- Equalized values with normal versions of powers
Peacebringer And Warshade
- Powers now have text to say which forms they work on
- Fixed several Warshade powers having the wrong form tagging
Electric armor
- Brutes and stalkers now have the same power order as Scrappers and Tankers
- Energize is available sooner and Lightning reflexes later
Storm Summoning
- Lightning Storm
- Maximum storm count reduced from 3 to 2
Electrical Blast, Electricity Assault
- Voltaic Sentinel
- Maximum Sentinel count reduced from 3 to 2
Archetype Damage Modifiers
- Controllers, Corruptors, Masterminds, Widows, and Soldiers have had their base melee damage modifiers increased to be 10% higher than their ranged damage modifiers.
- Blaster Melee damage modifier set to be equal to their ranged damage modifier (still 10% increase)
Melee Class Ranged Modifiers
These were rarely a factor due to the live devs typically cheating around them, this will mostly impact the rebalanced pool powers. In general these modifers are 20% less than their melee modifiers.
- Scrapper ranged damage modifier increased from 0.5 to 0.95
- Tanker Ranged damage modifier increased from 0.5 to 0.6
- Brute ranged damage modifier increased from 0.5 to 0.65
- Stalker Ranged damage modifier increased from 0.6 to 0.8
Hibernate (all versions)
- Nophase lockout only happens in PvP zones
- Nophase lockout duration reduced from 120s to 60s
Anchor Toggles
- Spore Cloud
- Snow Storm
- Radiation Infectionn
- Enervating Field
- Darkest Night
- Disruption Field
- All versions of these powers have had the following improvements
- effects now activate immediately upon toggling on
- effects now linger for 5s after beind detoggled
- once toggled on they now ignore their maximum distance (they wont detoggle from something getting too far away from you)
- most have had their animation time sped up to the lowest possible for their animations
Cold Domination
- Added Snow Field variant power
Leviathan Mastery
- replaced defender/corruptor Red hybrid pet with Coral sentinel pet
Peacebringers and Warshades
All Melee attacks now do tanker style AoE “punchvoke” taunt
Assault Rifle (all versions)
Many new customization options have been added, all the beam rifles and arachnos guns have been added. also chaingun!
- Ignite
- Area increased from 4 to 6, no longer scares enemies out of it.
- Flamethrower
- DoT time cut in half, total damage remains the same
Arachnos Soldier
- pets are now even level with the player
Help us translate!
Pool Power Attack Changes
-
Overall changes should result in damage buffs that make pool power attacks strong enough to consider taking while equivilent options remain competative with eachother.
-
All Pool Power attacks have been reviewed and adjusted to follow damage formulas, for the most part these are buffs across the board but a few are being nerfed (utility belts cone was kinda nutty)
-
Single target attacks in origin power pools (Sorcery, Gadgetry, Force of Will, Utility Belt, Experimentation.) have been set to 8s recharge and scale 1.64 damage. any that had DoT effects have had their DoTs sped up to do the same total damage in half the time.
Fighting Power Pool
* Boxing
- Rebalanced recharge scale from 2.5s to 6s (60%~ damage/end cost increase)
* Kick
- Reblanced recharge scale from 3 to 10s (70%~ damage/end increase)
Flight
* Air Superiority
- Rebalanced recharge scale from 4s to 8s (60%~ damage/end cost increase)
Jumping
* Jump Kick
- Rebalanced recharge scale from 2.8s to 8s (63%~ damage/end cost increase)
Mastermind Epic/Patron power pools
- Equalized values with normal versions of powers
Peacebringer And Warshade
- Powers now have text to say which forms they work on
- Fixed several Warshade powers having the wrong form tagging
Electric armor
- Brutes and stalkers now have the same power order as Scrappers and Tankers
- Energize is available sooner and Lightning reflexes later
Storm Summoning
- Lightning Storm
- Maximum storm count reduced from 3 to 2
Electrical Blast, Electricity Assault
- Voltaic Sentinel
- Maximum Sentinel count reduced from 3 to 2
Archetype Damage Modifiers
- Controllers, Corruptors, Masterminds, Widows, and Soldiers have had their base melee damage modifiers increased to be 10% higher than their ranged damage modifiers.
- Blaster Melee damage modifier set to be equal to their ranged damage modifier (still 10% increase)
Melee Class Ranged Modifiers
These were rarely a factor due to the live devs typically cheating around them, this will mostly impact the rebalanced pool powers. In general these modifers are 20% less than their melee modifiers.
- Scrapper ranged damage modifier increased from 0.5 to 0.95
- Tanker Ranged damage modifier increased from 0.5 to 0.6
- Brute ranged damage modifier increased from 0.5 to 0.65
- Stalker Ranged damage modifier increased from 0.6 to 0.8
Hibernate (all versions)
- Nophase lockout only happens in PvP zones
- Nophase lockout duration reduced from 120s to 60s
Anchor Toggles
- Spore Cloud
- Snow Storm
- Radiation Infectionn
- Enervating Field
- Darkest Night
- Disruption Field
- All versions of these powers have had the following improvements
- effects now activate immediately upon toggling on
- effects now linger for 5s after beind detoggled
- once toggled on they now ignore their maximum distance (they wont detoggle from something getting too far away from you)
- most have had their animation time sped up to the lowest possible for their animations
Cold Domination
- Added Snow Field variant power
Leviathan Mastery
- replaced defender/corruptor Red hybrid pet with Coral sentinel pet
Peacebringers and Warshades
All Melee attacks now do tanker style AoE “punchvoke” taunt
Assault Rifle (all versions)
Many new customization options have been added, all the beam rifles and arachnos guns have been added. also chaingun!
- Ignite
- Area increased from 4 to 6, no longer scares enemies out of it.
- Flamethrower
- DoT time cut in half, total damage remains the same
Arachnos Soldier
- pets are now even level with the player
Help us translate!
Pool Power Attack Changes
-
Overall changes should result in damage buffs that make pool power attacks strong enough to consider taking while equivilent options remain competative with eachother.
-
All Pool Power attacks have been reviewed and adjusted to follow damage formulas, for the most part these are buffs across the board but a few are being nerfed (utility belts cone was kinda nutty)
-
Single target attacks in origin power pools (Sorcery, Gadgetry, Force of Will, Utility Belt, Experimentation.) have been set to 8s recharge and scale 1.64 damage. any that had DoT effects have had their DoTs sped up to do the same total damage in half the time.
Fighting Power Pool
* Boxing
- Rebalanced recharge scale from 2.5s to 6s (60%~ damage/end cost increase)
* Kick
- Reblanced recharge scale from 3 to 10s (70%~ damage/end increase)
Flight
* Air Superiority
- Rebalanced recharge scale from 4s to 8s (60%~ damage/end cost increase)
Jumping
* Jump Kick
- Rebalanced recharge scale from 2.8s to 8s (63%~ damage/end cost increase)
Mastermind Epic/Patron power pools
- Equalized values with normal versions of powers
Peacebringer And Warshade
- Powers now have text to say which forms they work on
- Fixed several Warshade powers having the wrong form tagging
Electric armor
- Brutes and stalkers now have the same power order as Scrappers and Tankers
- Energize is available sooner and Lightning reflexes later
Storm Summoning
- Lightning Storm
- Maximum storm count reduced from 3 to 2
Electrical Blast, Electricity Assault
- Voltaic Sentinel
- Maximum Sentinel count reduced from 3 to 2
Archetype Damage Modifiers
- Controllers, Corruptors, Masterminds, Widows, and Soldiers have had their base melee damage modifiers increased to be 10% higher than their ranged damage modifiers.
- Blaster Melee damage modifier set to be equal to their ranged damage modifier (still 10% increase)
Melee Class Ranged Modifiers
These were rarely a factor due to the live devs typically cheating around them, this will mostly impact the rebalanced pool powers. In general these modifers are 20% less than their melee modifiers.
- Scrapper ranged damage modifier increased from 0.5 to 0.95
- Tanker Ranged damage modifier increased from 0.5 to 0.6
- Brute ranged damage modifier increased from 0.5 to 0.65
- Stalker Ranged damage modifier increased from 0.6 to 0.8
Hibernate (all versions)
- Nophase lockout only happens in PvP zones
- Nophase lockout duration reduced from 120s to 60s
Anchor Toggles
- Spore Cloud
- Snow Storm
- Radiation Infectionn
- Enervating Field
- Darkest Night
- Disruption Field
- All versions of these powers have had the following improvements
- effects now activate immediately upon toggling on
- effects now linger for 5s after beind detoggled
- once toggled on they now ignore their maximum distance (they wont detoggle from something getting too far away from you)
- most have had their animation time sped up to the lowest possible for their animations
Cold Domination
- Added Snow Field variant power
Leviathan Mastery
- replaced defender/corruptor Red hybrid pet with Coral sentinel pet
Peacebringers and Warshades
All Melee attacks now do tanker style AoE “punchvoke” taunt
Assault Rifle (all versions)
Many new customization options have been added, all the beam rifles and arachnos guns have been added. also chaingun!
- Ignite
- Area increased from 4 to 6, no longer scares enemies out of it.
- Flamethrower
- DoT time cut in half, total damage remains the same
Arachnos Soldier
- pets are now even level with the player
Help us translate!